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NAME

       ppmforge - fractal forgeries of clouds, planets, and starry skies

SYNOPSIS

       ppmforge [-clouds] [-night] [-dimension dimen] [-hour hour] [-inclination|-tilt angle] [-mesh size]
                [-power factor] [-glaciers level] [-ice level] [-saturation sat] [-seed seed] [-stars fraction]
                [-xsize|-width width] [-ysize|-height height]

DESCRIPTION

       ppmforge generates three kinds of ``random fractal forgeries,'' the term coined by Richard F. Voss of the
       IBM  Thomas  J.  Watson  Research Center for seemingly realistic pictures of natural objects generated by
       simple algorithms embodying randomness and fractal self-similarity.  The techniques used by ppmforge  are
       essentially  those  given  by Voss[1], particularly the technique of spectral synthesis explained in more
       detail by Dietmar Saupe[2].

       The program generates two varieties of pictures: planets and clouds, which are just different  renderings
       of  data  generated in an identical manner, illustrating the unity of the fractal structure of these very
       different objects.  A third type of picture, a starry sky, is synthesised directly from pseudorandom num‐
       bers.

       The generation of planets or clouds begins with the preparation of an array of random data  in  the  fre‐
       quency  domain.   The size of this array, the ``mesh size,'' can be set with the -mesh option; the larger
       the mesh the more realistic the pictures but the calculation time and memory requirement increases as the
       square of the mesh size.  The fractal dimension, which you can specify with the -dimension option, deter‐
       mines the roughness of the terrain on the planet or the scale of detail in the clouds.   As  the  fractal
       dimension is increased, more high frequency components are added into the random mesh.

       Once the mesh is generated, an inverse two dimensional Fourier transform is performed upon it.  This con‐
       verts  the  original  random frequency domain data into spatial amplitudes.  We scale the real components
       that result from the Fourier transform into numbers from 0 to 1 associated with each point on  the  mesh.
       You can further modify this number by applying a ``power law scale'' to it with the -power option.   Uni‐
       ty  scale leaves the numbers unmodified; a power scale of 0.5 takes the square root of the numbers in the
       mesh, while a power scale of 3 replaces the numbers in the mesh with their cubes.  Power law  scaling  is
       best  envisioned  by  thinking  of  the data as representing the elevation of terrain; powers less than 1
       yield landscapes with vertical scarps that look like glacially-carved valleys; powers  greater  than  one
       make fairy-castle spires (which require large mesh sizes and high resolution for best results).

       After  these  calculations, we have a array of the specified size containing numbers that range from 0 to
       1.  The pixmaps are generated as follows:

       Clouds    A colour map is created that ranges from pure blue to white by increasing admixture  (desatura‐
                 tion) of blue with white.  Numbers less than 0.5 are coloured blue, numbers between 0.5 and 1.0
                 are coloured with corresponding levels of white, with 1.0 being pure white.

       Planet    The  mesh is projected onto a sphere.  Values less than 0.5 are treated as water and values be‐
                 tween 0.5 and 1.0 as land.  The water areas are coloured based upon the water depth,  and  land
                 based  on  its elevation.  The random depth data are used to create clouds over the oceans.  An
                 atmosphere approximately like the Earth's is simulated; its light absorption is  calculated  to
                 create  a  blue cast around the limb of the planet.  A function that rises from 0 to 1 based on
                 latitude is modulated by the local elevation to generate polar ice caps--high altitude  terrain
                 carries  glaciers farther from the pole.  Based on the position of the star with respect to the
                 observer, the apparent colour of each pixel of the planet is calculated by ray-tracing from the
                 star to the planet to the observer and applying a lighting model that sums  ambient  light  and
                 diffuse  reflection  (for most planets ambient light is zero, as their primary star is the only
                 source of illumination).  Additional random data are used to generate stars around the planet.

       Night     A sequence of pseudorandom numbers is used to generate stars with a user specified density.

       Cloud pictures always contain 256 or fewer colours and may be displayed on  most  colour  mapped  devices
       without  further  processing.   Planet  pictures often contain tens of thousands of colours which must be
       compressed with ppmquant or ppmdither before encoding in a colour mapped format.  If the display  resolu‐
       tion  is high enough, ppmdither generally produces better looking planets.  ppmquant tends to create dis‐
       crete colour bands, particularly in the oceans, which are unrealistic and  distracting.   The  number  of
       colours in starry sky pictures generated with the -night option depends on the value specified for -satu‐
       ration.   Small  values  limit  the colour temperature distribution of the stars and reduce the number of
       colours in the image.  If the -saturation is set to 0, none of the stars will be coloured and the result‐
       ing image will never contain more than 256 colours.  Night sky pictures with many different star  colours
       often look best when colour compressed by pnmdepth rather than ppmquant or ppmdither.  Try newmaxval set‐
       tings of 63, 31, or 15 with pnmdepth to reduce the number of colours in the picture to 256 or fewer.

OPTIONS

       -clouds   Generate  clouds.   A pixmap of fractal clouds is generated.  Selecting clouds sets the default
                 for fractal dimension to 2.15 and power scale factor to 0.75.

       -dimension dimen
                 Sets the fractal dimension to the specified dimen, which may be any floating  point  value  be‐
                 tween  0 and 3.  Higher fractal dimensions create more ``chaotic'' images, which require higher
                 resolution output and a larger FFT mesh size to look good.  If no dimension is  specified,  2.4
                 is used when generating planets and 2.15 for clouds.

       -glaciers level
                 The  floating  point level setting controls the extent to which terrain elevation causes ice to
                 appear at lower latitudes.  The default value of 0.75 makes the polar caps  extend  toward  the
                 equator  across  high terrain and forms glaciers in the highest mountains, as on Earth.  Higher
                 values make ice sheets that cover more and more of the land surface, simulating planets in  the
                 midst  of  an ice age.  Lower values tend to be boring, resulting in unrealistic geometrically-
                 precise ice cap boundaries.

       -hour hour
                 When generating a planet, hour is used as the ``hour angle at the central meridian.''   If  you
                 specify -hour 12, for example, the planet will be fully illuminated, corresponding to high noon
                 at the longitude at the centre of the screen.  You can specify any floating point value between
                 0  and 24 for hour, but values which place most of the planet in darkness (0 to 4 and 20 to 24)
                 result in crescents which, while pretty, don't give you many illuminated pixels for the  amount
                 of  computing that's required.  If no -hour option is specified, a random hour angle is chosen,
                 biased so that only 25% of the images generated will be crescents.

       -ice level
                 Sets the extent of the polar ice caps to the given floating point level.  The default level  of
                 0.4  produces ice caps similar to those of the Earth.  Smaller values reduce the amount of ice,
                 while larger -ice settings create more prominent ice caps.  Sufficiently large values, such  as
                 100  or  more,  in conjunction with small settings for -glaciers (try 0.1) create ``ice balls''
                 like Europa.

       -inclination|-tilt angle
                 The inclination angle of the planet with regard to its primary star is set to angle, which  can
                 be  any floating point value from -90 to 90.  The inclination angle can be thought of as speci‐
                 fying, in degrees, the ``season'' the planet is presently experiencing or, more precisely,  the
                 latitude  at which the star transits the zenith at local noon.  If 0, the planet is at equinox;
                 the star is directly overhead at the equator.  Positive values represent summer in the northern
                 hemisphere, negative values summer in the southern hemisphere.  The Earth's inclination  angle,
                 for example, is about 23.5 at the June solstice, 0 at the equinoxes in March and September, and
                 -23.5  at  the December solstice.  If no inclination angle is specified, a random value between
                 -21.6 and 21.6 degrees is chosen.

       -mesh size
                 A mesh of size by size will be used for the fast Fourier transform (FFT).  Note that memory re‐
                 quirements and computation speed increase as the square of size; if you double the  mesh  size,
                 the  program  will  use  four times the memory and run four times as long.  The default mesh is
                 256x256, which produces reasonably good looking pictures while using half a  megabyte  for  the
                 256x256 array of single precision complex numbers required by the FFT.  On machines with limit‐
                 ed memory capacity, you may have to reduce the mesh size to avoid running out of RAM.  Increas‐
                 ing the mesh size produces better looking pictures; the difference becomes particularly notice‐
                 able  when  generating  high resolution images with relatively high fractal dimensions (between
                 2.2 and 3).

       -night    A starry sky is generated.  The stars are created by the same algorithm used for the stars that
                 surround planet pictures, but the output consists exclusively of stars.

       -power factor
                 Sets the ``power factor'' used to scale elevations synthesised from the FFT  to  factor,  which
                 can be any floating point number greater than zero.  If no factor is specified a default of 1.2
                 is  used  if a planet is being generated, or 0.75 if clouds are selected by the -clouds option.
                 The result of the FFT image synthesis is an array of elevation values between 0 and 1.  A  non-
                 unity power factor exponentiates each of these elevations to the specified power.  For example,
                 a  power  factor  of  2  squares each value, while a power factor of 0.5 replaces each with its
                 square root.  (Note that exponentiating values between 0 and 1 yields values that remain within
                 that range.)  Power factors less than 1 emphasise large-scale elevation changes at the  expense
                 of  small  variations.  Power factors greater than 1 increase the roughness of the terrain and,
                 like high fractal dimensions, may require a larger FFT mesh size and/or higher  screen  resolu‐
                 tion to look good.

       -saturation sat
                 Controls  the  degree  of colour saturation of the stars that surround planet pictures and fill
                 starry skies created with the -night option.  The default value of 125 creates stars which  re‐
                 semble  the sky as seen by the human eye from Earth's surface.  Stars are dim; only the bright‐
                 est activate the cones in the human retina, causing colour to be perceived.  Higher  values  of
                 sat approximate the appearance of stars from Earth orbit, where better dark adaptation, absence
                 of  skyglow, and the concentration of light from a given star onto a smaller area of the retina
                 thanks to the lack of atmospheric turbulence enhances the perception of colour.  Values greater
                 than 250 create ``science fiction'' skies that, while pretty, don't occur in this universe.

                 Thanks to the inverse square law combined with Nature's love of  mediocrity,  there  are  many,
                 many  dim  stars for every bright one.  This population relationship is accurately reflected in
                 the skies created by ppmforge.  Dim, low mass stars live much longer than bright massive stars,
                 consequently there are many reddish stars for every blue giant.  This relationship is preserved
                 by ppmforge.  You can reverse the proportion, simulating the sky as seen in a starburst galaxy,
                 by specifying a negative sat value.

       -seed num Sets the seed for the random number generator to the integer num.  The seed used to create each
                 picture is displayed on standard output (unless suppressed with the -quiet  option).   Pictures
                 generated  with  the  same seed will be identical.  If no -seed is specified, a random seed de‐
                 rived from the date and time will be chosen.  Specifying an explicit seed allows you to re-ren‐
                 der a picture you particularly like at a higher resolution or with  different  viewing  parame‐
                 ters.

       -stars fraction
                 Specifies  the percentage of pixels, in tenths of a percent, which will appear as stars, either
                 surrounding a planet or filling the entire frame if -night is specified.  The default  fraction
                 is 100.

       -xsize|-width width
                 Sets  the  width of the generated image to width pixels.  The default width is 256 pixels.  Im‐
                 ages must be at least as wide as they are high; if a width less than the height  is  specified,
                 it will be increased to equal the height.  If you must have a long skinny pixmap, make a square
                 one with ppmforge, then use pnmcut to extract a portion of the shape and size you require.

       -ysize|-height height
                 Sets the height of the generated image to height pixels.  The default height is 256 pixels.  If
                 the height specified exceeds the width, the width will be increased to equal the height.

       All flags can be abbreviated to their shortest unique prefix.

BUGS

       The  algorithms  require  the  output pixmap to be at least as wide as it is high, and the width to be an
       even number of pixels.  These constraints are enforced by increasing the size of the requested pixmap  if
       necessary.

       You may have to reduce the FFT mesh size on machines with 16 bit integers and segmented pointer architec‐
       tures.

SEE ALSO

       pnmcut(1), pnmdepth(1), ppmdither(1), ppmquant(1), ppm(5)

       [1]  Voss, Richard F., ``Random Fractal Forgeries,'' in Earnshaw et. al., Fundamental Algorithms for Com‐
            puter Graphics, Berlin: Springer-Verlag, 1985.

       [2]  Peitgen, H.-O., and Saupe, D. eds., The Science Of Fractal Images, New York: Springer Verlag, 1988.

AUTHOR

            John Walker
            Autodesk SA
            Avenue des Champs-Montants 14b
            CH-2074 MARIN
            Suisse/Schweiz/Svizzera/Svizra/Switzerland
            Usenet:  kelvin@Autodesk.com
            Fax:     038/33 88 15
            Voice:   038/33 76 33

       Permission  to  use, copy, modify, and distribute this software and its documentation for any purpose and
       without fee is hereby granted, without any conditions or restrictions.  This software  is  provided  ``as
       is'' without express or implied warranty.

       PLUGWARE!   If you like this kind of stuff, you may also enjoy ``James Gleick's Chaos--The Software'' for
       MS-DOS, available for $59.95 from your local software store or directly from Autodesk, Inc.,  Attn:  Sci‐
       ence  Series, 2320 Marinship Way, Sausalito, CA 94965, USA.  Telephone: (800) 688-2344 toll-free or, out‐
       side the U.S. (415) 332-2344 Ext 4886.  Fax: (415) 289-4718.  ``Chaos--The  Software''  includes  a  more
       comprehensive  fractal forgery generator which creates three-dimensional landscapes as well as clouds and
       planets, plus five more modules which explore other aspects of Chaos.  The user guide of  more  than  200
       pages  includes an introduction by James Gleick and detailed explanations by Rudy Rucker of the mathemat‐
       ics and algorithms used by each program.

                                                 25 October 1991                                     ppmforge(1)